Meslin Mordecai

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Organized Play Member. 18 posts. 2 reviews. No lists. No wishlists. 11 Organized Play characters.



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Should keep you busy for a few weeks...

5/5

So, I was one of the lucky folks who got into the Kickstarter on the ground level. That process was... challenging, but if you're reading this, you don't have that problem. What you're looking at here is a distilled campaign in a book. Paizo does books very well and you're getting a quality item. The campaign is an enhanced version of the original which (from what I can tell) matches the Owlcat CRPG version pretty well. While I have not digested the entirety of each and every encounter, what I can tell you is that this seems even more packed with campaign-y goodness than the usual 6 book APs. I have not had the chance to run this yet, but as a GM, my group that meets ~monthly for 4 hours is likely to get at least 2-3 years out of this book. While yes, you are looking at a steep upfront cost, you are getting a significant amount of game out of it. Ultimately, is what you're getting worth the price? Yes.

The one challenge that I see is that because the CRPG version is so known that finding a group interested in playing this that hasn't been exposed to the CRPG version may be a challenge. So, know your group.


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Lots of potential, depending on your group

5/5

I'm currently running this for the second time. The first time we got about 1/4 of the way through the adventure before life got in the way. This time we are about 1/2 way through. The adventure is very well written and flows together very well. The attention to detail is amazing and frankly, we are having a lot of fun. I'm amazed by how much value my players are getting from one adventure. The one caveat I have for this module is that this isn't a great module for beginners. It really rewards people who dig deep and those who embrace the research aspect of the adventure. Additionally, this is a horror atmosphere. In horror movies, people run. If your party does not understand "strategic withdrawal" as a tactic, this may not be the adventure for them. I have had 4 encounters where the party decided to withdraw and come back later. If your players can think like that, this will be a great time. If your players aren't of that ilk... well... they get to make lots of new characters to try out.